- Blueprint Visual Scripting
- Overview of using the Blueprint visual scripting system for gameplay.
- Blueprints Visual Scripting
- Overview of using the Blueprint visual scripting system for gameplay.
- Getting Started
- Blueprint Overview
- The Blueprint Overview page breaks down the anatomy of a Blueprint and the different types of Blueprints available.
- Blueprint Visual Scripting
- Overview of using the Blueprint visual scripting system for gameplay.
Blueprint Visual Scripting
Overview of using the Blueprint visual scripting system for gameplay.
Choose your operating system:
The Blueprint Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor. As with many common scripting languages, it is used to define object-oriented (OO) classes or objects in the engine. As you use UE4, you’ll often find that objects defined using Blueprint are colloquially referred to as just «Blueprints.»
This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers. In addition, Blueprint-specific markup available in Unreal Engine’s C++ implementation enables programmers to create baseline systems that can be extended by designers.
Blueprints Visual Scripting
Overview of using the Blueprint visual scripting system for gameplay.
The Blueprint Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor. As with many common scripting languages, it is used to define object-oriented (OO) classes or objects in the engine.
This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers. In addition, Blueprint-specific markup available in Unreal Engine’s C++ implementation enables programmers to create baseline systems that can be extended by designers.
Getting Started
Blueprint Overview
The Blueprint Overview page breaks down the anatomy of a Blueprint and the different types of Blueprints available.
Choose your operating system:
- Types of Blueprints
- Blueprint Class
- Data-Only Blueprint
- Level Blueprint
- Blueprint Interface
- Blueprint Macro Library
- Blueprint Utilities
- Components Window
- Construction Script
- Event Graph
- Functions
- Variables
- Blueprint Modes
The Blueprint Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor. As with many common scripting languages, it is used to define object-oriented (OO) classes or objects in the engine. As you use UE4, you’ll often find that objects defined using Blueprint are colloquially referred to as just «Blueprints.»
This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers. In addition, Blueprint-specific markup available in Unreal Engine’s C++ implementation enables programmers to create baseline systems that can be extended by designers.
Does that mean Blueprints are a replacement for UnrealScript? Yes and no. Gameplay programming and everything that UnrealScript was used for in the past can still be handled through code using C++. At the same time, while Blueprints are not meant as a replacement for UnrealScript, they do serve many of the same purposes that UnrealScript handled, such as:
- Extending classes
- Storing and modifying default properties
- Managing subobject (e.g. Components) instancing for classes
The expectation is that gameplay programmers will set up base classes which expose a useful set of functions and properties that Blueprints made from those base classes can use and extend upon.
The table below provides a comparison of how various aspects would be handled in UnrealScript (from Unreal Engine 3), C++, and Blueprints to help those transitioning from previous versions of the engine as well as show how native code and Blueprints compare.
Blueprint Visual Scripting
Overview of using the Blueprint visual scripting system for gameplay.
Choose your operating system:
The Blueprint Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor. As with many common scripting languages, it is used to define object-oriented (OO) classes or objects in the engine. As you use UE4, you’ll often find that objects defined using Blueprint are colloquially referred to as just «Blueprints.»
This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers. In addition, Blueprint-specific markup available in Unreal Engine’s C++ implementation enables programmers to create baseline systems that can be extended by designers.